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Description

Release date:
Second quarter 2017

Throw flying discs and teleport about to solve puzzles in VR within a variety of different environments with Fling Factory VR. A little like crazy golf with throwing discs and added thinking. The aim of the game is to minimise the number of throws, number of teleports and time taken to solve each puzzle. Each puzzle level will be relatively short allowing drop in drop out game play while completing a full course should take around an hour for a longer experience.

There will be a number of courses to choose from, each with its own visual style. Each course will consist of 10 to 20 levels of puzzles of increasing complexity. The plan is to have a free trial version with a selection of levels from the game. Total number of courses in the full game will depend on the level of interest, most likely three to ten courses total for a total of 30 to 100 levels. Price for the paid version will start around $5 at initial release and may increase up to around $10 as courses are added, but early adopters will have access to the additional levels at no additional cost. No paid DLC is planned unless demand causes the number of courses to exceed ten.

It is anticipated that Fling Factory VR will be available on Vive either standing or at room scale depending on player preference. Rift support may be added at a later time if the game is successful and will require touch due to the nature of the game.

The end of the Greenlight program has forced advertisement of this project at an earlier stage than originally planned, so please support Fling Factory VR now to get it greenlit before the programme ends. Coding has reached alpha stage as of February 2017 and level design is ongoing. The free demo should be available by April 2017 if the project is approved, with the game following not long after. Thanks in advance for your support.

The description is pretty large and chunky, and honestly not a lot of people are gonna sit down and read all of that, unless your writing is top-notch and you're breaking it apart with graphical banners, and even then a lot of them probably woln't. I'd recommend making it shorter. Say, half as long, or find ways to break it up better visually with punctuation.

Also, a "Feature List" would be a nice thing to add. Many people are looking for that, and will expect that.

Since your game is in development, how about a "Planned Features" list?

How about putting your price in a location on the Description that stands out more, rather than burying it, since that's a pretty major detail?

I think that this could be a good start to a game, but it needs a lot of work before it's market-ready.

Like, for example we see the default controller graphics in-game. Couldn't you make custom hands, or launchers or something, instead of that generic placeholder?

I like some of the graphics, like the "NO DISC" and "NO TELEPORT" screens. Those are quite original and seem to work in the project. But a lot of the other assets look really flat. There isn't a lot of color variety going on, and lots of the shots in your video are very up-close, so it's hard to see large amounts of the levels.

The gameplay doesn't look very entertaining. We don't see a lot of mechanical depth, variety of mechanics, differnt modes, obstacles, etc.

There also doesn't seem to be any in-game SFX. Just the trailer music.

I definitely agree, there are a lot of FPS (not that many MMO's, successful ones at least, post-World of Warcraft). But I don't think any of that matters, you're not an FPS, and you're not an MMO, and those are completely different markets from what you're offering.

We do see A LOT of "throw this VR" games on Greenlight. To be fair, all of them are about this same level of quality in terms of graphical fidelity and gameplay depth. So at best, you'd need to put more work into this project to stand out from that pre-existing crowd.

the problem is not with the amount of fps or mmo or rts or tps gamesthe problem is the qualityAnd in this case that you show up with a game that only works with a 600$ equipment and a pc that can run itthat's the problem

I certainly don't plan to release shovelware. The free demo will let you decide before buying though. What you are seeing is an early build due to the announcement of the end of Greenlight otherwise our development schedule would be more relaxed.